oniyide said:
I agree to an extent, the wiimote should have worked like Wii motion + from day one. But it wasnt like Ninty themselves were even supporting Wiimote+. They had sports resort. I Wii Play sequel that no one really cared about and Zelda. If Ninty didnt care i didnt expect 3rd parties to care either. A better controller still would not have helped the actual hardware as it was still woefully behind, so the system would have still missed a lot of games that core gamers would play (not that it really mattered i guess since if you were that type of gamer you had another system). But yeah i agree they def could have extended the life of it. Shortsighted is def something I would call the Wii |
Ninty consoles don't rely on top ranking HW power and they rely a lot more than others on first party titles with styles of their own that typically look as intended even with low HW power. With deeper titles allowed by fully using WM Plus features, Wii could have attracted more harcdcore gamers that could have used it as their second or third platform, and also kept the favouir of that part of casuals that eventuallly get tired of simplified games and start desiring a harder challenge. Sure, it wouldn't have brought Wii to 150M or more initially predicted by the most optimistic fans and analysts, but 120M (so more than actual Wii sales current Wii U LTD ones) could have been possible, and more longevity too, allowing Ninty to launch its successor without needing to rush it.
bdbdbd said:
1. I believe there were cost associations related to the availability comment. I'd recall it was around the time the Wii was released the 3-axis accelerometers reached mass-market pricing. The commonly used accelerometer was 1-axis that were used by automobile industry in airbag collision sensors (which is why the airbags didn't always go off when they should've). Technically two 3-axis accelerometers is needed in the 4-dimensional 6-axis motion sensors. 2. Yes, it can be used that way. But if it had been made, Nintendo had made the games to utilise the controller to it's full features - and that would have been the problem. I do agree that it would have been a benefit for a few early Wii games, but a burden for the biggest hitters. 3. The problem with giving it away with Wii U is that nearly all the games are locked with the controller screen -gimmick. Nintendo also said that the "U" means it's a console that's focused on you, as opposed to Wii that was focused on family. |
(I added numbers to be clear which parts I'm answering to.
2. Yes, but my point is simply that as the more complex WM Plus is tottally BC with the original, simplified WM mode, devs could have chosen the most suitable command scheme for each game since the start, and maybe even offer both for games with a wide enough range of difficulty settings
1. Years ago I looked for pricing of available models, maybe there were problems of supplies of suitable 3D models, but while the accelerometers surely ceased being a problem regarding costs, adding the 3rd axis to rotational sensors too would have added just a few dollars to costs, but those dollars would have been spent better than adding later the Plus features, when they ended up being mostly unused, wasted
3. About this, maybe as a PC gamer I don't totally get the need of consoles to focus too much on a thing, a feature, a user class target, I'm used to and I like a system that with the proper interfaces and enough HW power can cater to countless groups of potential users, with local multiplayer probably being the only weak point, even with HW power a lot bigger than consoles of the same period, PCs don't handle simultaneous local multiplayer as smoothly








) : The exact model of 3-axes gyro used in the WiiMote Plus wasn't available, but there were other models already available. About the gamepad, a less bulky controller with a smaller display could have been more appreciated, and it would surely have been a lot less expensive.